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Raidable Bases 2.9.2

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Hello,,

How could i possibly set time between spawns for each difficulty? Currently bases are spawning right after they expired or was raided... 

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@mendoza

that's how Maintained Events works.

use Scheduled Events for that.

Time To Wait Between Spawns can stagger them after one spawns too

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7 hours ago, mendoza said:

Hello,,

How could i possibly set time between spawns for each difficulty? Currently bases are spawning right after they expired or was raided... 

Maintained and scheduled events have a "Time To Wait Between Spawns" setting. Scheduled events also have "Every Min Seconds" and "Every Max Seconds" settings, and I'd like to know how those all interact with each other because it's not obvious.

Edit: It's also not obvious what the time unit is for "Time To Wait Between Spawns". Minutes?

Edited by HunterZ
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@HunterZ

ya they're to be interpreted literally. every min seconds and every max seconds is how often it will spawn an event. if you put 1800 min and 3600 max then it will be random between every 1800 to 3600 seconds.

Time To Wait Between Spawns is in seconds too.

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Yes, but "Time To Wait Between Spawns" is a general setting, for all bases. What i would like to do is to make easy bases spawn in 1 hour after last easy base raided/despawned, medium 2 hours, hard 3 hours... nightmare twice a day.

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3 hours ago, nivex said:

@HunterZ

ya they're to be interpreted literally. every min seconds and every max seconds is how often it will spawn an event. if you put 1800 min and 3600 max then it will be random between every 1800 to 3600 seconds.

Time To Wait Between Spawns is in seconds too.

How do "time to wait between spawns" and "every min/max seconds" interact?

Is "time to wait between spawns" really just meant to apply when spawning multiple bases at once?

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After update i and added Skinbox i get this I dk if its a conflict?

LogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)

UnityEngine.Debug:LogException(Exception, Object)

ServerMgr:Update()

[RaidableBases] Hard_Bases is missing entity data

[RaidableBases] DEBUG: 1x - Blocked by another plugin event: 561.58 5.94 -1672.28 crankshaft_new

[RaidableBases] DEBUG: 2x - Blocked by a building privilege: -1404.40 0.32 1791.00, -1159.05 3.60 1855.31

Server Exception: IndustrialEntity.RunQueue

NullReferenceException: Object reference not set to an instance of an object

at IndustrialConveyor.CheckIfAnyInputPassesFilters (System.Collections.Generic.List`1[T] inputs) [0x00105] in <808a81731e334e13bae0c54b8d9c7bba>:0

at IndustrialConveyor.RunJob () [0x000ab] in <808a81731e334e13bae0c54b8d9c7bba>:0

at IndustrialEntity+IndustrialProcessQueue.RunJob (IndustrialEntity job) [0x00009] in <808a81731e334e13bae0c54b8d9c7bba>:0

at ObjectWorkQueue`1[T].RunQueue (System.Double maximumMilliseconds) [0x00084] in <149830cc6d824281b3ddacca992fedd6>:0

at ServerMgr.Update () [0x0053f] in <808a81731e334e13bae0c54b8d9c7bba>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

UnityEngine.DebugLogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)

UnityEngine.Debug:LogException(Exception, Object)

ServerMgr:Update()

You've successfully pasted the structure

Server Exception: IndustrialEntity.RunQueue

NullReferenceException: Object reference not set to an instance of an object

at IndustrialConveyor.CheckIfAnyInputPassesFilters (System.Collections.Generic.List`1[T] inputs) [0x00105] in <808a81731e334e13bae0c54b8d9c7bba>:0

at IndustrialConveyor.RunJob () [0x000ab] in <808a81731e334e13bae0c54b8d9c7bba>:0

at IndustrialEntity+IndustrialProcessQueue.RunJob (IndustrialEntity job) [0x00009] in <808a81731e334e13bae0c54b8d9c7bba>:0

at ObjectWorkQueue`1[T].RunQueue (System.Double maximumMilliseconds) [0x00084] in <149830cc6d824281b3ddacca992fedd6>:0

at ServerMgr.Update () [0x0053f] in <808a81731e334e13bae0c54b8d9c7bba>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

UnityEngine.DebugLogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)

UnityEngine.Debug:LogException(Exception, Object)

ServerMgr:Update()

Server Exception: IndustrialEntity.RunQueue

NullReferenceException: Object reference not set to an instance of an object

at IndustrialConveyor.CheckIfAnyInputPassesFilters (System.Collections.Generic.List`1[T] inputs) [0x00105] in <808a81731e334e13bae0c54b8d9c7bba>:0

at IndustrialConveyor.RunJob () [0x000ab] in <808a81731e334e13bae0c54b8d9c7bba>:0

at IndustrialEntity+IndustrialProcessQueue.RunJob (IndustrialEntity job) [0x00009] in <808a81731e334e13bae0c54b8d9c7bba>:0

at ObjectWorkQueue`1[T].RunQueue (System.Double maximumMilliseconds) [0x00084] in <149830cc6d824281b3ddacca992fedd6>:0

at ServerMgr.Update () [0x0053f] in <808a81731e334e13bae0c54b8d9c7bba>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

UnityEngine.DebugLogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)

UnityEngine.Debug:LogException(Exception, Object)

ServerMgr:Update()

Server Exception: IndustrialEntity.RunQueue

NullReferenceException: Object reference not set to an instance of an object

at IndustrialConveyor.CheckIfAnyInputPassesFilters (System.Collections.Generic.List`1[T] inputs) [0x00105] in <808a81731e334e13bae0c54b8d9c7bba>:0

at IndustrialConveyor.RunJob () [0x000ab] in <808a81731e334e13bae0c54b8d9c7bba>:0

at IndustrialEntity+IndustrialProcessQueue.RunJob (IndustrialEntity job) [0x00009] in <808a81731e334e13bae0c54b8d9c7bba>:0

at ObjectWorkQueue`1[T].RunQueue (System.Double maximumMilliseconds) [0x00084] in <149830cc6d824281b3ddacca992fedd6>:0

at ServerMgr.Update () [0x0053f] in <808a81731e334e13bae0c54b8d9c7bba>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

UnityEngine.DebugLogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)

UnityEngine.Debug:LogException(Exception, Object)

ServerMgr:Update()

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Calling hook CanEntityTakeDamage resulted in a conflict between the following plugins: RaidableBases - False (Boolean), RandomRaids (True (Boolean))

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Apologies if you've answered this already, but how can make the plugin not maintain events? Like I only want bases spawning when purchased by a player. Is that possible? Thank you!

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How to fix telsa coils constantly firing off like the turrets when they are bad. Ive got bases that spawn in like that. 

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@COSMO

heya, you can set Requires A Power Source under Tesla Coil settings in the profiles, oxide/data/RaidableBases/Profiles/

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7 hours ago, nivex said:

@COSMO

heya, you can set Requires A Power Source under Tesla Coil settings in the profiles, oxide/data/RaidableBases/Profiles/

 

 

Edited by COSMO
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  "Commands To Run On Event Completion": {
    "Commands": [
      "inventory.giveto {userid} redidtag 111"
    ],
    "Assign To Owner Of Raid Only": true,
    "Enabled": true
  },

How to give items after the raid is completed, and currently do not execute commands after the raid is completed.

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@EllieCatset Enabled to false, and configure Custom Currency under Rewards in the same profiles, oxide/data/RaidableBases/Profiles/

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@Jorge Anso

heya

you can build your own bases and then copy them with the CopyPaste plugin

add them to Raidable Bases with the rb.config command

rb.config add "Easy Bases" jorgeeasy1 jorgeeasy2 jorgeeasy3

it is case sensitive and quotes are necessary (straight quotes)

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2 hours ago, Jorge Anso said:

Thank you very much and if I want to add a nightmare base, hard, ...

 

Yes! Make sure the file that you copy is named the same in the file.

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